BadPenney Posted May 5, 2009 Share Posted May 5, 2009 If you need voice actors I would be willing to record some lines if you PM them to me. My recording tools are pretty basic, but I have SoundForge so I can give you back .MP3, .WAV or .OGG if you want. I create .LIP files with .WAVs and TES Construction Set. I'm a male native English speaker and ham actor. I also speak a smattering of Spanish, French, German, Russian, Japanese and Mandarin so I can throw in some accents if needed. Link to comment Share on other sites More sharing options...
sesom Posted May 5, 2009 Author Share Posted May 5, 2009 If you need voice actors I would be willing to record some lines if you PM them to me. My recording tools are pretty basic, but I have SoundForge so I can give you back .MP3, .WAV or .OGG if you want. I create .LIP files with .WAVs and TES Construction Set. I'm a male native English speaker and ham actor. I also speak a smattering of Spanish, French, German, Russian, Japanese and Mandarin so I can throw in some accents if needed. Thanks for the offer. Yes i need voice actor for sure. and it would ne wonderful when i dont have to make this da... lip files. But a little warning, its an long on going project (3 Parts and NPCs that can survive all three parts, especially most of the cast of the first part is in that group). This quest is a freeform concept, so the player can completly decied its outcome and also start and complete it on different locations. For me its necesarry that the player has the impression, the npcs live realy in this world and leave there marks. Everybody also a one shot raider has its own backstory which could be discoverd by the player. When the player comes the npcs are part of his adventure and then get back to their normal live. No npc is save, but has a real change to survive the harshness of the wastes. The concept was hard to make but i think it works. I hated it when a quest location feels empty after the player has shown in the original Im working in the moment on an fully playable alpha version of the 1st Act of part one, so that contributers get an better impression what i am going for. Its hard to tell on the forum without to spoil the storyline. Watch this space ;) . Link to comment Share on other sites More sharing options...
sesom Posted May 6, 2009 Author Share Posted May 6, 2009 Its time for testing! No not me! I hope i know every little piece thats in my mod ;) . I am looking now for Alpha Testers for "Act 1" of "Part One" (oh good i am complicated today) from "Friendly New Neighbours". Its not realy a Alpha it is (hopefully) fully working and 95% are voice acted. Actual playtime i think 1/2 an hour for skilled players. I call it an Alpha because it is only the first Act and i am not sure if my basic idea for telling the story works this way. I am willing to change a lot of things if it helps the storytelling. If you sign in as an alpha tester I need you to answer a few simple questions about the outcome of your playthrough after the first play. It is !!! essential !!! to answer these questions after the !!!! first play !!!!! through. My plan is to have multiple solutions and endings for this mod and i need to know which one were found at first sight by different people. Bug reports and spelling corrections are clearly also very welcomed! Warning! If you sign in as an Alpha tester youve got horrible spoiled about a few suprises in this mod. This is the horrible fate of testing. ;) I know its a bad timing in the moment with "Broken Steel" on its way! But maybe there are a few people which are interested. The mod is tested and developed with Patch 1.5 and should also be compatible with other Patch Versions. No DLC content is used. I am not sure about the compatibility with other mods. I use a few locations of the original game in the moment, there should be no big problem. All slavery related mods are critical in the moment (The Collector, Buying Slaves, ...). When the first part is ready, i make an update to be compatible. Details for the Downlaod are given per Personal Message. I dont want to spoil this thing to early it was and is to much work. Sorry for beeing so secretive. I think i am ready for the upload in the next two or three days. I need to do so some cleaning work for this special version, because there are already assets from part two and three in my personal esp file. Link to comment Share on other sites More sharing options...
dcdrac Posted May 7, 2009 Share Posted May 7, 2009 i would love something like this and for a mod to enable the player to become a slave as can be seen here http://thenexusforums.com/index.php?showto...p;#entry1017269 Link to comment Share on other sites More sharing options...
sesom Posted May 7, 2009 Author Share Posted May 7, 2009 i would love something like this and for a mod to enable the player to become a slave as can be seen here http://thenexusforums.com/index.php?showto...p;#entry1017269 I made an reply in the original thread. Link to comment Share on other sites More sharing options...
ZIoKo Posted May 10, 2009 Share Posted May 10, 2009 Hey sesom, just wanted to drop by to say that i really like the idea of the mod. I've just sent you a PM, although i dont know if you recieved it.Anyways, i already figured out the things i was asking you in the pm, so never mind. ;) I hope to see some progress and new infos/images soon. Link to comment Share on other sites More sharing options...
sesom Posted May 10, 2009 Author Share Posted May 10, 2009 @ZIoKo: Yes thank you. Your pmail came through. It is time for some progress report or better non progress report. Patch 1.5 and Broken Steel are not very friendly to new neighbors. I got in the same mess as every other modder. I have only a few non persistant references in the quest section of my mod (its mostly scriptwork) and i had to give up a specific location because it is used in Broken Steel (bye, bye Jury Street). These were the minor problems and quickly solved. By playing Broken Steel i recognized after a few hours that my slaves lost their packages randomly. At first i thought of a bug in my enslaving system and began hunting. I made quick tests at the release of patch 1.5 and thought at this point my Token system is 1.5 compatible. I was wrong! Unintentionally i used a glitch in the game engime to deliver new packages to my slaves. The effect was strange it worked perfectly in the beginning, but after a hour or two playing, i was unable to enslave major NPCs (persistant references). That was something i didnt expected. I looked everywhere an couldnt find a bug. It took me a whole day to figure out what was wrong. The conclusion is: Back to the drawing board and the use of a simpler version of my system. I dont think that the Patch 1.5 is broken (like many other) it works perfectly and correct to keep the game world stable and use less system resources. But it is now much harder work for the modder to get the desired effect. Sorry, I need a little more time to implement all the necessary functions for Part One with the new package delivery. This one works with 1.5 perfectly. I think it take one or two more days. Then i can begin with the public Alpha test. Link to comment Share on other sites More sharing options...
Rockatanskiy Posted May 10, 2009 Share Posted May 10, 2009 @ZIoKo: Yes thank you. Your pmail came through. It is time for some progress report or better non progress report. Patch 1.5 and Broken Steel are not very friendly to new neighbors. I got in the same mess as every other modder. I have only a few non persistant references in the quest section of my mod (its mostly scriptwork) and i had to give up a specific location because it is used in Broken Steel (bye, bye Jury Street). These were the minor problems and quickly solved. By playing Broken Steel i recognized after a few hours that my slaves lost their packages randomly. At first i thought of a bug in my enslaving system and began hunting. I made quick tests at the release of patch 1.5 and thought at this point my Token system is 1.5 compatible. I was wrong! Unintentionally i used a glitch in the game engime to deliver new packages to my slaves. The effect was strange it worked perfectly in the beginning, but after a hour or two playing, i was unable to enslave major NPCs (persistant references). That was something i didnt expected. I looked everywhere an couldnt find a bug. It took me a whole day to figure out what was wrong. The conclusion is: Back to the drawing board and the use of a simpler version of my system. I dont think that the Patch 1.5 is broken (like many other) it works perfectly and correct to keep the game world stable and use less system resources. But it is now much harder work for the modder to get the desired effect. Sorry, I need a little more time to implement all the necessary functions for Part One with the new package delivery. This one works with 1.5 perfectly. I think it take one or two more days. Then i can begin with the public Alpha test. Yeah, I've seen this happen in pretty much any mod dealing with enslavement. Slaves will just randomly go back to what they used to do, where they used to do it. Probably happens after 3 days due to the whole ai reset jazz. BTW, on the note of FO3 v1.5, I don't use it (or any fake patch), yet I am able to play Broken Steel. I have the GFWL disabler, does that prevent the achievement-related need for the broken-Broken Steel patch? Link to comment Share on other sites More sharing options...
sesom Posted May 11, 2009 Author Share Posted May 11, 2009 Yeah, I've seen this happen in pretty much any mod dealing with enslavement. Slaves will just randomly go back to what they used to do, where they used to do it. Probably happens after 3 days due to the whole ai reset jazz. BTW, on the note of FO3 v1.5, I don't use it (or any fake patch), yet I am able to play Broken Steel. I have the GFWL disabler, does that prevent the achievement-related need for the broken-Broken Steel patch? This is not the problem i tried to describe ( i know my english is horrible). The respawn was not my problem. I deal with it in my mod, its not perfect but it works. That was one of the reasons why i began to work on this mod. The problem had (i changed it back today to a much simpler system) todo with the handling of the references after 1.5. The enslavement process itself was broken. In a way that i could only get the references of non persistant npcs (mostly this are the respawners ;). I didnt find a solution for this behaviour. The new one works hopefully now on all patch versions. My goal is to be compatible with all Patch Versions. Sorry i cant answer the question about the achievments. I use Broken Steel with Patch 1.5 in the moment and have GFWL completly disabled. I think its possible that your installation prevents the achievments, but there is at least one new function in the 1.5 exe which has todo with the water handling. I dont think that BS runs stable without Patch 1.5 or other methods (mods) to prevent troubles. Link to comment Share on other sites More sharing options...
MrGrymReaper Posted May 13, 2009 Share Posted May 13, 2009 I have Fallout 3 and would like to test the modification to see how well it performs. In addition my local college has a dramatics department I could forward on text files for the lines to them. If you would like my help with testing your modification "sesom" ([WIP] Friendly New Neighbors a quest mod) then can you please PM me and send me a link to an uploaded copy of your modification. I have access to all of the DLC for Fallout 3 - this may increase potential for conflicts (but however also gives an increased amount of resources and the chance to take into account more of the DLC). I also use the companion modifications known as "Jessi", "Kelsey" & "Milka The Gypsy". I am using the Canterbury Commons modification (by the owners of - http://www.pckarma.com). By the way sinisterchipmunk & TheCollector know how to fix the issues revolving around the slave's ai packages and the respawning characters. Link to comment Share on other sites More sharing options...
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